This app was mentioned in 12 comments, with an average of 2.92 upvotes
Also, I'm not sure if /u/Wilnyl has seen this one, but it's pretty much Accurate Battle Simulator written all over it.
https://play.google.com/store/apps/details?id=com.rappidstudios.simulatorbattle
>You are losing precision up front and you will have to regenerate
Yes, you loose about 500 000km in a ~2,000,000,000km system because of precision errors.. Or 0,025%, less than a pixel (0.4 of a pixel on a 1600*900 screen) if the object is still visible.
Then as the object moves towards you 500 000km, to 5m to 5cm etc. Always staying at ~0,025% and less than a pixel.
​
>Maybe there was a reason your stuff was slow.
Yes, because I tried this 16 years ago, when I first tried game development. I wasted 6 years of my life. These days engines like Unreal and Unity have it build in with level streaming.
The stuff we are chatting about here, the players don't give a shit. You could be using billboards in the distance instead of planets and they will be happy.
​
Also I din't say you shouldn't use a 64 bit system.
​
>I'm talking to the guy who's telling me I'm going to fail because he failed.
That is because you are making the exact same mistake.
​
How much of your game is playable? How much fun will a player have when they start playing now?
Look at this game: https://play.google.com/store/apps/details?id=com.rappidstudios.simulatorbattle&hl=en it uses a already build engine, Unity nav-mesh, half the resources is Unity assets and it uses Unity's live services. Edit: I don't own this game.
Everything about this game is as simple as it gets.
If players had to choose between your multiplayer game at this point, and that one. What would they choose?
​
You see your game, is more fun to design than it is to play.
Also, TABS is being ripped off, as well.
https://play.google.com/store/apps/details?id=com.rappidstudios.simulatorbattle&hl=en
Epic Battle Simulator might be good
>Edit: A bit similar to we do: https://www.youtube.com/watch?v=I8jds1D3qTQ
These are just clip ins and Boolean, not only are they standard in 3D software, but unity, Unreal and Godot includes them in engine.
https://www.youtube.com/watch?v=RDKt_lNAHss
Blender (also max and Cinema 4D) even has a specials shader to make fast clipping look good.
​
> Yes, and now if you want to modify that bridge you're going to need to modify significant portion of your setup.
No every part is an instance. If I want to add details to all of them I edit the main instance. https://i.imgur.com/BZTcI19.jpg (I didn't save the last file)
If I want to add details to only one, I change from modifier to instances. Then add a unique modifier like sculpting to one. https://i.imgur.com/qIEbSgy.jpg
To add generated detail to each, I use a displacement map with unique texture coordinates. https://i.imgur.com/0JFdfjs.jpg
​
>You want to modify the UVs? Good luck.
Yea, just did that and it was easy.
> You want to modify the normals?
This is one of Blender's weak points. It can't do individual normal's of vertices like Max, but it can do groups and whole messes. https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/normal_edit.html
> You want to set everything up to be game ready after 1 click? Good luck.
Just export. The exporter will make it Game ready, with some options.
​
> Try to make your assets game ready, and then talk about workflow.
https://imgur.com/kFFhUnq From https://play.google.com/store/apps/details?id=com.rappidstudios.simulatorbattle&hl=en (contract work).
My best game model: https://i.imgur.com/AknYDnC.jpg
​
I will never call myself a pro, because I have worked with real 3D artists on AAA games.
​
> I don't think there is a need to continue this discussion.
Yes, I am starting to think you are very new to 3D modeling and game development.
Or maybe you just used one software all this time, not realizing how basic these things are.
>Can you show me the games youve made
Since my work is more often for clients and not myself, I don't even remember most of the games names; unless they stand out. So the worst and best one:
So to be clear, I don't own these and just helped make them. (personal freelance work).
The best one I worked on:
https://play.google.com/store/apps/details?id=com.rappidstudios.simulatorbattle&hl=en By Rapid Studios
This was a strange project. We where a collection of freelancers, no one knew each other. Rapid Studios (that is what the publisher calls himself) managed the team well and we made a good game.
I left the team when the game started going pay to win, the team just broke up because the publisher promised at the start that it wouldn't be pay to win.
To be clear I have no problem with Pay2Win, I left because it broke the design. From that moment it was clear to me that the design would self destruct, it was a design incompatible with Pay2Win mechanics. After it broke they made a second one that I was not part of.
​
After that I made at least 3 other battle simulators for clients. It was the popular game of it's time.
​
The worst I worked on.
https://appgrooves.com/android/com.oxstudio.time.bomb.blast.game/time-bomb-blast-game-math-puzzle/ox2dio or as I like to call it, the game of who owns it?
Originally the game was called In*ten*se, if you wonder why it has such a bad name now, it is because the publisher did everything legally wrong. I was like the 3rd developer(I think) who worked on this game, I was also the one who made it playable.
One developer was a scam artist. Did nothing, just made a empty Unity shell that looks like a game.
The other developer made it but skipped on almost half the content and published the game for the publisher. Writing his own app store key into the game.
​
The client contacts me, telling me the previous devs didn't do there work. I agree to make the game. Then suddenly he starts sending me the assets over email.
I inform him that without a 3rd party a email isn't a contract. He tells me that is how he did things. I find out that even his UI contract was over email (The one he uses now isn't that one, can only assume legal problems with it).
​
After I finish developing the game, he tells me he has problems publishing it. I do my best from my end but there is personal info (for the key) and contracts (for the app store) involved. Finally after weeks we get the game into a shipping build.
Go to the app store, there is the game already. I get a cold feeling and ask him how the game is already uploaded. He tells me the previous developer did it for him.
At that point there is nothing I can do, how do I explain to someone that he doesn't own something that he just spend months funding, that a simple intercepted key decides who owns the published game. I leave him in the hands of the app store support.
​
Two years later (2018) facebook alerts me that Intense has it's fist player. Who ever the new dev is (because I made it for iOS and it would not have worked on android without tweaks) forgot to remove my facebook developer ID from the code. I alert facebook and they just cut off my account from the game.
​
Honestly, so many people forget about the legal problems surrounding games.